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C# SceneNode.Translate方法代码示例

本文整理汇总了C#中Axiom.Core.SceneNode.Translate方法的典型用法代码示例。如果您正苦于以下问题:C# SceneNode.Translate方法的具体用法?C# SceneNode.Translate怎么用?C# SceneNode.Translate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Axiom.Core.SceneNode的用法示例。


在下文中一共展示了SceneNode.Translate方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: CreateScene

		public override void CreateScene()
		{
			viewport.BackgroundColor = ColorEx.Black;

			scene.AmbientLight = ColorEx.Gray;

			Light light = scene.CreateLight( "MainLight" );
			light.Position = new Vector3( 20, 80, 50 );
			light.Diffuse = ColorEx.Blue;

			scene.LoadWorldGeometry( "JigLibX_Terrain.xml" );

			scene.SetFog( FogMode.Exp2, ColorEx.White, .008f, 0, 250 );

			// water plane setup
			Plane waterPlane = new Plane( Vector3.UnitY, 1.5f );

			MeshManager.Instance.CreatePlane(
				"WaterPlane",
				ResourceGroupManager.DefaultResourceGroupName,
				waterPlane,
				2800, 2800,
				20, 20,
				true, 1,
				10, 10,
				Vector3.UnitZ );

			Entity waterEntity = scene.CreateEntity( "Water", "WaterPlane" );
			waterEntity.MaterialName = "Terrain/WaterPlane";

			waterNode = scene.RootSceneNode.CreateChildSceneNode( "WaterNode" );
			//waterNode.AttachObject( waterEntity );
			waterNode.Translate( new Vector3( 1000, 0, 1000 ) );
		}
开发者ID:WolfgangSt,项目名称:axiom,代码行数:34,代码来源:JigLibX.cs

示例2: CreateScene

		public override void CreateScene()
		{
			// set ambient light
			scene.AmbientLight = new ColorEx( 0.2f, 0.2f, 0.2f );

			scene.SetSkyBox( true, "Skybox/Morning", 5000 );

			// create a default point light
			Light light = scene.CreateLight( "MainLight" );
			light.Type = LightType.Directional;
			Vector3 dir = new Vector3( 0.5f, -1, 0 );
			dir.Normalize();
			light.Direction = dir;
			light.Diffuse = new ColorEx( 1.0f, 1.0f, 0.8f );
			light.Specular = ColorEx.White;

			// create a plane
			plane = new MovablePlane( "ReflectPlane" );
			plane.D = 0;
			plane.Normal = Vector3.UnitY;

			// create another plane to create the mesh.  Ogre's MovablePlane uses multiple inheritance, bah!
			Plane tmpPlane = new Plane();
			tmpPlane.D = 0;
			tmpPlane.Normal = Vector3.UnitY;

			MeshManager.Instance.CreatePlane( "ReflectionPlane", ResourceGroupManager.DefaultResourceGroupName, tmpPlane, 2000, 2000, 1, 1, true, 1, 1, 1, Vector3.UnitZ );
			planeEntity = scene.CreateEntity( "Plane", "ReflectionPlane" );

			// create an entity from a model
			Entity knot = scene.CreateEntity( "Knot", "knot.mesh" );
			knot.MaterialName = "TextureFX/Knot";

			// create an entity from a model
			Entity head = scene.CreateEntity( "Head", "ogrehead.mesh" );

			// attach the render to texture entity to the root of the scene
			SceneNode rootNode = scene.RootSceneNode;
			planeNode = rootNode.CreateChildSceneNode();

			planeNode.AttachObject( planeEntity );
			planeNode.AttachObject( plane );
			planeNode.Translate( new Vector3( 0, -10, 0 ) );

			// tilt it a little to make it interesting
			planeNode.Roll( 5 );

			rootNode.CreateChildSceneNode( "Head" ).AttachObject( head );

			// create a render texture
			Texture texture = TextureManager.Instance.CreateManual( "RttTex", ResourceGroupManager.DefaultResourceGroupName, TextureType.TwoD, 512, 512, 0, Axiom.Media.PixelFormat.R8G8B8, TextureUsage.RenderTarget );
			RenderTarget rttTex = texture.GetBuffer().GetRenderTarget();

			reflectCam = scene.CreateCamera( "ReflectCam" );
			reflectCam.Near = camera.Near;
			reflectCam.Far = camera.Far;
			reflectCam.AspectRatio = (float)window.GetViewport( 0 ).ActualWidth / (float)window.GetViewport( 0 ).ActualHeight;

			Viewport viewport = rttTex.AddViewport( reflectCam );
		    viewport.SetClearEveryFrame( true );
			viewport.ShowOverlays = false;
			viewport.BackgroundColor = ColorEx.Black;

			Material mat = (Material)MaterialManager.Instance.Create( "RttMat", ResourceGroupManager.DefaultResourceGroupName );
			TextureUnitState t = mat.GetTechnique( 0 ).GetPass( 0 ).CreateTextureUnitState( "RustedMetal.jpg" );
			t = mat.GetTechnique( 0 ).GetPass( 0 ).CreateTextureUnitState( "RttTex" );

			// blend with base texture
			t.SetColorOperationEx( LayerBlendOperationEx.BlendManual, LayerBlendSource.Texture, LayerBlendSource.Current,
				ColorEx.White, ColorEx.White, 0.25f );

			t.SetProjectiveTexturing( true, reflectCam );

			// register events for viewport before/after update
			rttTex.AfterUpdate += new RenderTargetEventHandler( rttTex_AfterUpdate );
			rttTex.BeforeUpdate += new RenderTargetEventHandler( rttTex_BeforeUpdate );

			// set up linked reflection
			reflectCam.EnableReflection( plane );

			// also clip
			reflectCam.EnableCustomNearClipPlane( plane );

			planeEntity.MaterialName = "RttMat";

			Entity clone = null;

			for ( int i = 0; i < 10; i++ )
			{
				// create a new node under the root
				SceneNode node = scene.CreateSceneNode();

				// calculate a random position
				Vector3 nodePosition = new Vector3();
				nodePosition.x = Utility.SymmetricRandom() * 750.0f;
				nodePosition.y = Utility.SymmetricRandom() * 100.0f + 25;
				nodePosition.z = Utility.SymmetricRandom() * 750.0f;

				// set the new position
				node.Position = nodePosition;
//.........这里部分代码省略.........
开发者ID:WolfgangSt,项目名称:axiom,代码行数:101,代码来源:RenderToTexture.cs

示例3: CreateScene

        protected override void CreateScene()
        {
            viewport.BackgroundColor = ColorEx.White;

            scene.AmbientLight = new ColorEx(0.5f, 0.5f, 0.5f);

            Light light = scene.CreateLight("MainLight");
            light.Position = new Vector3(20, 80, 50);
            light.Diffuse = ColorEx.Blue;

            scene.LoadWorldGeometry("landscape.xml");

            // scene.SetFog(FogMode.Exp2, ColorEx.White, .008f, 0, 250);

            // water plane setup
            Plane waterPlane = new Plane(Vector3.UnitY, 1.5f);

            MeshManager.Instance.CreatePlane(
                "WaterPlane",
                waterPlane,
                2800, 2800,
                20, 20,
                true, 1,
                10, 10,
                Vector3.UnitZ);

            Entity waterEntity  = scene.CreateEntity("Water", "WaterPlane");
            waterEntity.MaterialName = "Terrain/WaterPlane";

            waterNode = scene.RootSceneNode.CreateChildSceneNode("WaterNode");
            waterNode.AttachObject(waterEntity);
            waterNode.Translate(new Vector3(1000, 0, 1000));

            raySceneQuery = scene.CreateRayQuery( new Ray(camera.Position, Vector3.NegativeUnitY));
        }
开发者ID:ufosky-server,项目名称:MultiversePlatform,代码行数:35,代码来源:PagingLandscape.cs


注:本文中的Axiom.Core.SceneNode.Translate方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。